
investiGaming › Tags › Media Literacy
Hobbs, Renee; Rowe, Jonelle (2009)
Handbook of Research on Effective Electronic Gaming in Education
Synopsis:
Describes “My Pop Studio” and presents a model for assessing the impact of this program on learning that incorporates the dimensions of pleasure, a sense of mastery, participation in an online community, media literacy skills, and other outcomes for girls in this age group.
Keywords:
book, chapter, case study, middle school, media literacy
Full Text: No | Abstract: Yes
Ito, Mimi (2008)
in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press
Synopsis:
A description of Japanese gaming culture and trends.
Keywords:
book, chapter, Japan, gaming culture, gender inclusive, player type, Pokemon, npcs, media literacy
Full Text: Yes | Abstract: Yes | Highlights: Yes
Witkowski, Emma (2006)
EDU-ART
Synopsis:
Young women in Danish schools between the ages of 13 and 19, teachers, and computer technology laboratory leaders were interviewed about computer technology.
Keywords:
Denmark, case study, gender stereotypes, computer skills, IT careers, gaming culture, empowerment, self efficacy, high school, media literacy
Full Text: Yes | Abstract: Yes | Highlights: Yes